Kiki Ho
All case studies

Roblox GameRoblox Baseball

Building a baseball game UI system

My role
UI/UX Design · UI Art · Visual Design · Game Interface
Collaboration
PM · Engineering · Art
Discipline
Game UI · UI Art · Design System · Gameplay States
Building a Baseball Game UI System key art — a Roblox batter in blue mid-stance in a floodlit stadium beside the Roblox logo

The challenge

This needed one UI system for a competitive Roblox baseball game — covering the lobby, batting, equipment, collections, progression, and match rewards. Instead of designing each screen on its own, I built a reusable visual language the game could grow into.

What I did

  • I set four goals up front: look like baseball, make gameplay actions obvious, keep interactions consistent across features, and build components that work for content we haven't made yet.
  • I based the visual direction on three things — bold geometry, color coding, and readable hierarchy — so it feels like competitive sports while staying Roblox-friendly.
  • I built the lobby in three layers: what you have, where you can go, and what to do next.
  • I designed batting as a fixed sequence — Select Pitch → Ready → Pitch → Feedback — always in the same place, so players think about timing instead of the UI.
  • I kept the match HUD down to what you actually need mid-play, using blue and red for you versus your opponent and putting the score where you'd expect it.
  • UI style guide

    Baseball Clash UI style guide board laying out the color palette, typography weights, button and panel states, icons, bars and meters, circular in-game buttons, and HUD and score panels

01 · Challenge

Creating a Visual Identity for the Game

The game needed one UI system covering everything — the lobby, batting, equipment, collections, progression, and match rewards.

Designing each screen on its own would have fallen apart fast, so I built a reusable visual language the game could keep growing into.

Identity
make it look and feel like baseball
Clarity
make core gameplay actions immediately understandable
Consistency
repeat interaction patterns across different features
Scale
build reusable components that support future content

02 · Visual System

A Bold Sports-Game Language

I wanted it to feel as approachable as Roblox but as charged as a competitive sports game. Three things got it there.

Bold geometry — angled panels, strong silhouettes, structured containers — gives it the competitive edge. Color always means the same thing, whether it's a team, an action, a state, or feedback. And big type with strong contrast keeps the important stuff readable when play gets fast. It's energetic without getting noisy.

Bold geometry → Color coding → Readable hierarchy

03 · Navigation

A Lobby Players Can Read at a Glance

The lobby is the hub, so I kept resources, navigation, and the way into gameplay clearly separated.

That split means a player can see what they have, where they can go, and what to do next without hunting for it.

01 Player resources
currencies and progression stay visible without dominating the screen
02 Primary navigation
large, color-coded buttons give quick access to key features
03 Gameplay entry
the most important actions remain visually prominent
  • Lobby HUD with currency, skull, shield and trophy counters across the top and orange INDEX and blue GEAR navigation buttons on the left
    Lobby — resources across the top, navigation on the left, the player centered.
  • Batting Cage dialog in the lobby offering purple BAT and PITCH buttons
    Gameplay entry — a focused dialog with two clear ways into the batting cage.
  • Settings panel with a code entry field and music and sound effect sliders
    Settings — the same panel and slider language reused for utility screens.

04 · Batting Cage

One Learnable Sequence of Gameplay States

The batting cage is where players learn the controls, so I built it as a fixed sequence. Pitch options orbit one primary action, the button changes label and color as you commit, and the timing meter wraps the button it belongs to.

Nothing moves between states, so players learn the layout once — and the same controls carry straight into real matches.

Fixed placement
the primary action stays in the same corner across every state
Attached meters
timing feedback wraps the button it belongs to
One-word outcomes
results read instantly mid-swing

Select Pitch → Ready → Pitch → Feedback

  • Batting cage pitching view with fastball, changeup and curveball options orbiting a large SELECT PITCH button, and purple BAT and red EXIT buttons on the left
    Select Pitch — options orbit the primary action.
  • Batting cage with the chosen changeup highlighted in blue and a large orange READY button
    Ready — the orange action button signals commitment.
  • Batting cage with a curved power meter wrapped around the orange PITCH button
    Pitch — the timing meter attaches to the button itself.
  • Batting cage showing a large red MISS callout after a swing, with the vertical power meter on the right
    Feedback — outcomes announce themselves in one word.

05 · Match HUD

Competitive Play With Only What Players Need

In matches the HUD only shows what you need right now. Blue is you, red is your opponent, and the score, inning, and outs never move from the first pitch to the last.

A turn goes match, aim, bat, pitch — and the batting and pitching controls are the same ones players already learned in the cage. The stakes go up without anything new to figure out.

Blue vs. red
instant ownership between player and opponent
Anchored scoreboard
score, inning and outs never move
Large controls
gameplay actions stay reachable mid-play

Match → Aim → Bat → Pitch

  • Pre-match screen in a desert canyon with an ARIZONA title and blue versus red panels showing both players and their overall ratings
    Match — blue and red set ownership before the first pitch.
  • Overhead aim state with an AIM FOR A TILE prompt, a blue targeting cone over the tile field and a READY button
    Aim — one prompt, one cone, one button.
  • Match batting view with the anchored score bar across the top and the vertical power meter on the right
    Bat — the scoreboard stays put while the swing meter takes focus.
  • Match pitching view with the top score bar and fastball, changeup and curveball options around a SELECT PITCH button
    Pitch — the cage controls carried into competitive play.
  • Match pitch in flight along an orange dotted arc with the timing meter wrapped around the PITCH button
    Delivery — the ball arc and timing meter read together.

06 · Progression & Commerce

Customization, Collection, and Reward as One Pattern

The Locker Room handles equipment and buying in the same UI language, with obvious states for equipped, available, and purchasable.

The Collection Index turns collectibles into real progression. You can browse by rarity, tell owned from locked, and see how far you've gotten.

The end-of-match screen gives players a payoff worth looking at while being clear about exactly what they earned.

Equipped → Available → Purchase

  • Locker Room with equipment categories down the left, an owned bat list, the player on a turntable, and a Default Bat card showing a power value of 1.2 and an Equipped label
    Equipped — a flat stat readout and no call to action.
  • Locker Room showing the Fire Bat card with a power increase from 1.2 to 1.7 and a green purchase button priced at 999 coins
    Purchase — the stat delta and price do the persuading.
  • Collection Index with rarity filters down the left side and rows of statue cards grouped under Legendary and Mythic headings
    Index — rarity filters on the left, one repeating card across every tier.
  • YOU WIN screen over a desert canyon with the final score, trophies earned and a green Back to Lobby button
    Rewards — four beats, top to bottom, ending in one action.

07 · Outcome

One Baseball UI That Can Grow

I built reusable patterns for buttons, containers, interaction states, and color so nothing drifts as the game grows.

The lobby, gameplay, customization, progression, and rewards all speak the same visual language — and new content can ship without redesigning anything.

Buttons
Primary · Secondary · Purchase · Exit
Containers
Panels · Cards · Dialogs · HUD elements
States
Normal · Selected · Ready · Equipped
Color identity
Player Blue · Opponent Red · Action Orange · Gameplay Purple · Purchase Green

Consistent visual language · Clear gameplay states · Reusable UI art system